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Kanes Wrath

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Marked of Kane units

By Eph2.8-9 - 21st July 2010 - 16:28 PM

Infantry and Aircraft


How to read this page: The values for each unit were obtained from the 1.02 Kane's Wrath XML files. The armor percentages indicate the percentage of damage the unit takes from each damage type. Something with 75% cannon armor takes 75% damage from a weapon that deals cannon damage. Time between bursts refers to the time between the end of one burst and the start of another. Damage per clip indicates that the weapon fires a rapid succession of projectiles, damage per shot indicates a singular attack. Units with multiple weapons have the damage, range, and firing rate values for each weapon listed separately. Pay close attention to the wording.

Awakened

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Cost: $500
Build Time: 0:05
Prerequisites: Hand of Nod
Tier: 1
Squad size: 3
Speed: 45
Damage per clip: 18 per squad member (Gun)
Time between bursts: 0.35 seconds, each burst lasts .3 seconds
Splash radius: 0
Armor: 25% Cannon, 50% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 250
Health per squad member: 300

Awakened are the product of years of cybernetics research by the Brotherhood. Gathered from the ranks of the fallen and equipped with upgraded armor, machine guns, and EMP launchers, a full Awakened squad is the strongest basic infantry unit. Utterly devoted to Kane, the Awakened are capable servants for the Marked of Kane. They are not upgradeable (but see the tip below for an exception).

Awakened Drafting
When sold, buildings do not return a full Awakened squad but only a single cyborg. Due to their small squad size, Awakened are particularly vulnerable to Scrin Buzzers.


Awakened EMP
The EMP launchers of the Awakened are known to be bugged and are unreliable when firing.


Special Abilities:

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Call for Transport: If an Air Tower is deployed, Awakened can call in a Marked of Kane transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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EMP Blast: Awakened fire off their EMP, disabling vehicles caught in the blast for 5 seconds in a radius of 50.This activated and targeted ability has a cooldown of 30 seconds.


Awakened Upgrading
If a Marked of Kane commander has access to Black Hand Charged Particle Beams, Awakened will switch to firing a green energy beam that does 150 (Cannon) damage every 2.6 seconds at a range of 300. This lowers their overall damage per second, but adds 20% more range and makes them more effective against vehicles.


Militant Rocket Squad

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Cost: $400
Build Time: 0:04
Prerequisites: Hand of Nod
Tier: 1
Squad size: 2
Speed: 43
Damage per shot: 250 per squad member (Rocket), 75% damage to Aircraft
Time between shots: 3 seconds
Splash radius: 5
Armor: 25% Cannon, 50% Rocket, 75% Grenade, 150% Gun, 100% Sniper
Range: 350
Health: 300 per squad member

Militant Rocket Squads give the Marked of Kane a cheap, easily-massed anti-armor and anti-aircraft infantry.

Upgrades:
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Tiberium Infusion: Enhancements on Kane's Divination project have allowed the Marked of Kane's militants to receive beneficial side-effects from Tiberium Infusion. Tiberium Infusion adds a 10% health bonus, 25% speed bonus, and immunity to Tiberium to Rocket Militia, and also changes their gun armor to 100%.

Special Abilities:

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Call for Transport: If an Air Tower is deployed, Rocket Militia can call in a transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Saboteur

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Cost: $500
Build Time: 0:05
Prerequisites: Hand of Nod
Tier: 1
Squad size: 1
Speed: 36
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Health: 75

Saboteurs are unarmed and vulnerable, but can repair friendly structures, or capture neutral or enemy buildings. They can also plant Booby Traps to prevent other structures from being captured. While rather slow in their original state, the Cybernetic Legs upgrade gives them a dramatic speed boost.

Capture Delay
Saboteurs have a three-second capture delay between reaching and capturing a building.


Upgrades:
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Cybernetic Legs: Extensive research into cybernetic limbs has yielded enhanced actuators that provide Marked of Kane Saboteurs with twice as much speed as they had before.

Special Abilities:
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Call for Transport: If an Air Tower is deployed, Saboteurs can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

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Booby Trap: Saboteurs can Booby Trap structures, causing them to explode when an enemy attempts to capture them. The Booby Trap does 200 Grenade damage, more than enough to pulverize enemy Engineers. Booby Traps placed on Husks, tech structures, or bridges also kill the object to which they are attached. If enemy infantry attempt to garrison a building that has a Booby Trap on it, they are instantly killed.


Fanatics

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Cost: $700
Build Time: 0:07
Prerequisites: Hand of Nod, Operations Center
Tier: 2
Squad size: 5
Speed: 70
Damage per shot: 800 per squad member (Cannon), does 1000 (Cannon) if crushed
Time between shots: N/A
Splash radius: 60
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 200% Gun, 100% Sniper
Range: 20
Health: 150 per squad member

The most fervent of the Marked of Kane's infantry are willing to strap on explosive packages and detonate themselves for the cause of Nod in order to cause collateral damage. Fanatics willingly sacrifice themselves to take down the hated vehicles of GDI, but they are quite vulnerable. Due to the hazardous nature of their job, Fanatics cannot gain experience and veterancy.

Upgrades:
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Tiberium Infusion: Tiberium Infusion improves the armor of Fanatics, changing their armor values to 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper, while also conferring immunity to Tiberium, a 10% health increase, and a 25% speed increase.

Special Abilities:
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Call for Transport: If an Air Tower is deployed, Fanatics can call in a Nod Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Tiberium Trooper

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Cost: $900
Build Time: 0:09
Prerequisites: Hand of Nod, Operations Center
Tier: 2
Squad size: 6
Speed: 40
Damage per second: 27 per squad member (Grenade)
Time between shots: Continuous, 1 second delay in switching between targets
Splash radius: 15
Armor: 5% Cannon, 50% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 300
Health: 300 per squad member

Tiberium Troopers wield a toxic liquid Tiberium sprayer that is lethal to infantry and structures. Though their overall damage is lower than that of the searing flames of the Black Hand, the Tiberium spray travels farther and slows down enemy vehicles.

Upgrades:
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Cybernetic Legs: Extensive research into cybernetic limbs has yielded enhanced actuators that provide Marked of Kane Tiberium Troopers with twice as much speed as they had before.

Special Abilities:

Garrison-clearing: This unit's attack clears infantry garrisoned inside buildings instantly.
Vehicle debuff: This unit's attack slows down targeted vehicles by 50%, except for Avatars and Purifiers.
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Call for Transport: If an Air Tower is deployed, Tiberium Troopers can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.


Shadow Team

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Cost: $800
Build Time: 0:08
Prerequisites: Secret Shrine, Hand of Nod
Tier: 3
Squad size: 4
Speed: 90 on foot/120 on glider
Damage per shot: 30 per squad member (Sniper) / 1800 per squad (Grenade) for explosives
Time between shots: .4 seconds
Splash radius: 0 / 40 (explosives)
Armor: 25% Cannon, 25% Rocket, 75% Grenade, 100% Gun, 100% Sniper
Range: 225 (pistol) / 20 (explosives)
Health: 150 per squad member

Shadow Teams are elite infiltration specialists who had considerable expertise in guerrilla warfare. Their machine pistols allow for quick assassinations, while their bombs can inflict serious damage to structures. For added battlefield mobility, they can take flight using gliders. However, like many Marked of Kane units, they are not suited for straight fights.

Special Abilities:
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Activate Glider: Shadow Teams take flight on their specialized gliders, becoming airborne.

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Land: Airborne Shadow Teams land at the designated location.

Stealthed: Shadow Teams are stealthed when stationary and are hidden from most units except when firing or in the presence of a stealth-detecting unit.
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Explosive Charge: Using their explosives, Shadow Teams attack a nearby structure, doing 1800 damage per squad. This activated ability has a thirty second cooldown.

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Deploy Artillery Beacon: Shadow Teams can also deploy Beacons that can be used to signal bombardment by Specters. This activated ability has a 60 second cooldown and allows Specters to fire in a radius of 400 around the Beacon. Each Beacon lasts for two minutes or until destroyed; Beacons have 25 health.


Enlightened

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Cost: $1200
Build Time: 0:12
Prerequisites: Hand of Nod, Secret Shrine
Tier: 3
Squad size: 3
Speed: 40
Damage per shot: 150 (Cannon) damage per squad member
Time between bursts: .63 seconds pre-attack delay, 1.7 seconds firing duration, .25 seconds reload time
Splash radius: 0
Armor: 5% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper
Range: 300
Health: 650

Faceless crusaders practically devoid of humanity, Enlightened are the elite infantry of Kane and the pride of the Marked of Kane. Equipped with powerful energy beams, they are capable of slicing through armor after disabling it with their EMP launchers.

Upgrades:
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Cybernetic Legs: Extensive research into cybernetic limbs has yielded enhanced actuators that provide Marked of Kane Enlightened with twice as much speed as they had before.

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Supercharged Particle Beams: When armed with white-hot particle beams, Enlightened have an even easier time slicing through enemy armor. Enlightened with this upgrade do 250 (Cannon) damage per squad member with .63 seconds pre-attack delay, 1.9 seconds firing duration, and .25 seconds reload time per shot.

Special Abilities:

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EMP Blast: Fires the Enlightened's EMP weapon at a target, disabling all vehicles in a radius of 75 for 7.5 seconds. This ability takes 30 seconds to recharge.

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Call for Transport: If an Air Tower is deployed, the Enlightened can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Heavy Infantry: This unit cannot be run over by tier-1 or -2 vehicles.

Commando

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Cost: $2000
Build Time: 0:20
Prerequisites: Hand of Nod, Secret Shrine, Tech Lab
Tier: 3
Squad size: 1
Speed: 60
Damage per clip: 10000 (Sniper), 1000 (Grenade) with a 9999% damage scalar for valid C4 targets
Time between bursts: 0.5 seconds, clip fires in 5 seconds, 1.1 seconds time needed to use C4
Splash radius: 0
Armor: 5% Cannon, 12% Rocket, 40% Grenade, 50% Gun, 100% Sniper
Range: 300 pistol, 20 C4
Health: 500

A sadistic training program known to only a few has produced a handful of highly-trained female Commandos for the Marked of Kane. Their laser pistols quickly shred squads of infantry, while their C4 charges make short work of walkers and structures, though they are suppressed for 1 second after using them. Furthermore, Commandos carry portable stealth generators that allow them to slip into enemy installations undetected to wreak havoc. Only one Commando may be trained at a time.

Special Abilities:

Stealth: Commandos are stealthed when stationary and are hidden from most units. Any action such as firing or moving that disrupts the stealth field will result in at least 3 seconds elapsing before the Commando is stealthed again.

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Call for Transport: If an Air Tower is deployed, the Commando can call in a Marked of Kane Transport for pickup for a small fee of $200. This ability has a 2 minute cooldown.

Uncrushable: This unit cannot be run over by vehicles.

Venom

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Cost: $900
Build Time: 0:09
Prerequisites: Air Tower
Tier: 2
Speed: 180
Damage per burst: 156 (Gun)
Time between bursts: .45 seconds, bursts each last .4 seconds
Splash radius: 0
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 200
Health: 1800

The Venom is the Brotherhood's standard patrol craft. It detects stealth and is equipped with an anti-infantry machine gun that can also hit aircraft. It is inexpensive and lethal to infantry, particularly when upgraded. In addition, Venoms can work with friendly Beam Cannons to unleash devastation across the battlefield.

Upgrades:
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Supercharged Particle Beams: This upgrade replaces the minigun with a white-hot particle beam that fires bursts that do 165 (Gun) damage per shot. Each shot takes .5 seconds to fire, with .1 seconds reload time. This upgrade, with 275 damage per second, is superior to Nod's Laser Capacitors, which make Venoms do 228 damage per second.

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Signature Generators: Signature Generators allow a single Venom to appear as a large number of Venoms on opposing radars.

Special Abilities:
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Signature Generators: When activated, the Venom appears as a large number of Venoms on the opponents' radars. This ability has a cooldown of 1 second.


Reflector Chaining
Beam Cannons can transmit their beams across multiple Venoms, chaining the laser beam over incredible distances as long as there is a network of Venoms that is able to continuously reflect the beam. Al Venoms in the chain must remain at rest.


Vertigo

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Cost: $1800
Build Time: 0:18
Prerequisites: Air Tower, Tech Lab
Tier: 3
Ammunition: 1 (bomb)
Speed: 165
Damage per shot/burst: 3000 (Cannon) / 60 gun damage per burst.
Time between bursts: 12 seconds on landing pad to reload (bomb) / 0.1 seconds (machine gun)
Splash radius: 40 (bomb) / 0 (machine gun)
Armor: 100% Cannon, 100% Rocket, 100% Grenade, 100% Gun, 1% Sniper
Range: 100 (bomb) / 200 (machine gun)
Health: 3000

Vertigoes are stealth bombers capable of delivering a heavy warhead deep inside enemy lines. Each Vertigo takes up one slot on an Air Tower and must reload after dropping its bomb. For defense, Vertigoes also mount a small tail minigun capable of targeting aircraft.

Vertigo Anti-Air
Vertigos have a weak anti-air gun which only fire when the Vertigo is revealed or ordered to attack an air target.


Upgrades:
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Disruption Pods: Disruption Pods allow Vertigoes to drop small cloaking pods onto the ground, units, and structures. Each pod lasts 2 minutes and generates a cloaking field stealthing everything within a radius of 200.

Special abilities:
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Disruption Pods: The Vertigo launches a small cloaking pod onto the designated segment of the ground, or onto a unit or a structure. This power costs $300 and has a 60 second cooldown.

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Return to Air Tower: Orders the Vertigo to break off and return to its Air Tower immediately.


The Marked of Kane trade Black Hand for Tiberium Troopers and Militants for Awakened. They also acquire Enlightened cyborgs. With regard to upgrades, they lose Confessors and Laser Capacitors, replacing them with Cybernetic Legs and Supercharged Particle Beams.


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